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Function Pointers (InputManager Class) | C++ in 2021
In this lesson, I guide you through using c ++ function pointer and lambdas to store and invoke callbacks from anywhere in your applications.
This is demonstrated through a mock Input Manager that you might find in a game engine implementation.
We start off by mocking out the manager, support accepting c ++ function pointers and then enhancing the class to accept a wider set of functions using std::function and lambdas.
Professional C++ by Marc Gregoire: https://amzn.to/3h4HGmW
Chapters:
0:00 Intro
1:10 Designing the implementation
3:25 Creating the InputManager class
6:10 C Function Pointer
7:54 Continuing InputManager Implementation
11:15 Demonstrating Callbacks (Function Pointer)
15:20 std::function
16:50 std::bind - Binding object member function
23:45 C++ Lambdas (introduction, templates, auto)
31:45 Bound Lambdas (capturing `this`)
34:01 BONUS -- Blocking Input layers
___
Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
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Godot-Dragonbones module included with this build of engine:
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If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.
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